* support for new quake live update:
race gametype
hud align option for CG_PLAYER_SCORE, CG_1STPLACE, and CG_2NDPLACE
friend icon hit and death (cg_drawDeadFriendTime)

added cg_racePlayerShader to enable/disable invisible player shaders

* hud: don't draw second player name and score if only one player is in game
* added additional allowed sounds with 'cg_ambientSounds 2'
* removed "jitToken" spam when seeking
* support for new quake live update: team damage and death icons,
* game type autoexec for quake3
* game type autoexec for cpma ntf, 2v2, and hoonymode: (ntf.cfg, 2v2.cfg, hm.cfg)
* bug fix: possible crash with unknown game type
* fx: quake3 support for checking if shooter is valid with impactFlesh scripts

1: Look ahead in the demo to see if there are sequential snapshots where
you have some type of velocity in both snapshots but your origin
hasn't changed. That means the server hasn't gotten around to playing
the packets you sent, which will make demo playback jerky. A cyan bar
will be drawn in the lagometer whenever this happens. Applies to demo
pov as well as other players.
2: Smooth demo taker's pov using current and next snapshots (quake3
default behavior is to just use the current snapshot origin and
angles without smoothing).
values higher than 2: Skip this number of snapshots when smoothing. The
higher the value the more robotic and unnatural movement will become.
Position will become more inaccurate and it's possible to clip through
walls and trigger other similar bugs.

* cg_demoSmoothingAngles [0: don't smooth view angles when using cg_demoSmoothing]
* cg_demoSmoothingTeleportCheck [0: always transition player position when using cg_demoSmoothing]
* bug fix: possible crash and memory corruption when looking ahead in demo
* keep demo file in memory to avoid disk usage when rewinding and fast forwarding
* bug fix: last update disabled freezetag frozen teammate icon and flag carrier icons
* cl_maxRewindBackups Number of seek points to divide the demo into. The higher, the more response fast forwarding and rewinding becomes. Note that each backup point will require about 1.7MB . The default is 12.
* ioquake3 fixes

Just tested with Windows XP and it seems to work. The cvar is defined in the cgame dll so it wont be created until you play a demo. Also look in the console to make sure the newer dll is loaded instead of an older one:

I wouldn't say I'm really good at anything, but I am competent at all sorts of strafe - namely pads and air strafing. I have a few demos of really neat air strafes, but editing is too hard for me. If someone actually WANTS it, maybe that's enough of an excuse? :O

How to smooth the pov camera (1st person) in wolfcam? If possible, what the command?

I saw a very smooth films, but my even high-quality offline demos are recorded in wolfcam at : ping 0/sv_fps 125/snaps 125/ cg_maxpackets 125/ g_synchronousclients 1/ rate 25000/com_maxfps 125 - Converted to less smooth video than some smooth films I've seen. So I guess that there is a smoothing function for the POV-camera (1st person)

Gaussian nice blur, but bad for smooth motion. Median blur best for smoothing, but less beautiful. Your video is beautiful, but super smooth, it does not.
Extras: smoothness depends on the quality of the demo. If the demo recorded on a bad modem or connection, the smoothness is achieved is difficult. I used q3 demosmooter when try to make a smooth video from the bad demos, but weak result.
I guess that also depends on the smoothness of the codec settings for compression losless video or screenshot.
Smoothness depends on many factors. But everything will be easy, if possible to smooth first-person view. Smoothing the free camera is possible, but the first-person ......

http://www.youtube.com/watch?v=sBslED7zZjo
video quality is too bad even at 720p to judge quality of motion blur. u can edit video with lagarith codec then export final result to uncompressed and then encode for youtube with lossless x264 (-qp 0 option for ffmpeg).

there is one trick with youtube: if u upload 1080p video then video quality (youtube's encoding) in 720p will be better than if u will upload in 720p.
so full steps are:
1. capture with wolfcam in 720p huffyuv
2. encode huffyuv to lagarith. this makes economy of free space and faster editing.
3. encode final result to uncompressed. this makes easy to compress final result to various codecs via various encoders\tools.
4. encode uncompressed final result to anything u need.

-preset veryfast gives faster time of encoding and more size. good for high upload speed.
-preset veryslow gives more time of encoding and less size. good for low upload speed.
quality with this preset is same.

You video is not have to 144p mode, because uploaded before May.. Unfortunately YouTube has introduced 144p in may 2013, which has worsened the quality in hd mode from any video.Need to show the wonders of editing to get a good quality for the mode 720p now or 1080p upload. Thus YouTube HD quality worsened from as early as the month of May 2013.

check quality. captured at 720p resized to 1440p before upload.http://www.youtube.com/watch?v=CfWhNv3rcyU&hd=1
may be youtube quality worsened after may 2013 but still watchable and better than ur fixed variant imho.
and yes youtube encoding is not so good as they can.
but now we can use html5 video tag and use own .mp4 or .webm files if can find any hosters or via some free hosting.

and yes original quality set on youtube player makes video quality like i want :) ofc it's 1440p )

The quality of your video good in 720p mode, my last video - http://www.youtube.com/watch?v=UTFb8yquBgEhd=1 in 720p mode is worse than yours.Maybe I should also try to download the 1440 or &#1084;ore work on the color correction in Vegas. My video for a long time switches to 720p, your videos instantly 720p &#1074;fter clicking on the youtube link

I probably knew this at one point, but is there any way to solve the massive stutter while seeking? In mme there is no issue going forwards or back, but in Wolfcam going forward is smooth with a low interval setting, but going backwards is really choppy and demolishes my CPU.

Is there an official forum for Wolfcam? I've been having a HUD issue and haven't been able to find a solution. When I load a custom hud it's not sized properly. The hud is scaled down to about 1/4 of the screen and placed in the top-left. I've tried adjusting both the hud files and looking for some sort of cg_hudScale cvar but have not found a solution. Does this sound like something anyone has encountered?

when trying to set 1920x1080 with mme_blurframes 96, mme_bluroverlap 0, mme_blurtype gaussian.
with 1280x720 all ok.
tried without and with 512mb and 4096mb swap file.
same error in 9.X versions
will this error be fixed someday?

1) How to reduce the memory limit for the blur? I increased the value to 512MB for the "mme_workMegs" and increased the system ram up to 16 gb, but an error with the closing wolfcam holds the position.
My blur settings work if a screen resolution is 1024x768,if the screen resolution is higher than 1024x768, then an error occurs.

The blur is better in q3mme for smooth look - www.youtube.com/watch?v=FBsswIUUtd8&hd=1 ,but I have not found a way to record ql demos in q3mme. Is it possible to add fully q3mme`s blur features ("mme_blurJitter" "r_framebuffer_blur_samples" "r_framebuffer_blur_amount" "r_framebuffer_blur_size") in the next version of wolfcamql?

hi there,
i just wanted to watch some old q3a demos with wolfcam 9.11.
wolfcam telling me "CL_PARSEGAMESTATE: BAD COMMAND BYTE".
my old q3a doenst work anymore so i wanted to watch it with wolfcam .. does anyone know whats the problem here?
thanks.

That doesn't quite solve my problem: The item timers in the video don't show similar sets of information. If I use wolfcam to look at a duel from each player's POV, I see an identical situation: full timing information regardless of where the player is on the map. I'd like to mimic Twister's setup, where each POV reflects strictly that player's timing information. Could he have done the item tracking manually?

I'd ask him myself but I don't have enough posts on ESR yet for private messages. Too much lurking...

He has two demos. Each demo has different information. He records the POV from one player, then the other, and switches between them.

I'm very certain that this is a functionality of Wolf Whisperer - it has a VOD system, wherein you select two demos, one from each player in a specific match, and can freely switch between POVs. Due to there being two demos, there will be different information between them.

Wolf Whisperer VODs seem to be only for attaching an mp3 commentary track to a demo, rather than a way to view multiple demos at once. It errors out on me when I combine two demos into a VOD (renamed zip file).

Furthermore, in Wolfcam you can follow the non-demo-recording player as long as they are in range. When I do this, the item timer stays the same (all information) regardless of which player I'm on. The asterisks (who took the item last) do change, however.

Edit: After watching a lot more demos, it looks like it depends on if the demo was recorded with a server set to display all timings to spectators. That was the last hiccup! Now I've got 40 demos queued up to record in wolfcam and later encode in handbrake.

Any chance you could remove the limit on r_znear? A max of 200 does nothing when you're 50,000-100,000 units away from a decal surface.

Also, since I'm going to figure it out myself eventually (or at least some workaround), is there any way to make a player fx trail (player/head/trail) use their own model? I can reference the player model via fx, but it uses the base orientation, which doesn't exactly look that good.

Some help would be much appreciated. If I can get these types of things working, I just might put in the time to figure out wolfcam again, and move away from mme.

If I remember correctly and nothing has changed since I was more actively scripting I don't think its possible. When I was looking at the source code I noticed what your asking for requires something specifically added to the game code so you can grab the models animations for scripting effects. Without that all you can do is grab the static version of a model which will look pretty silly.

I didn't expect it to be easy, but feature requests are what I do. I really want to come back to Wolfcam, since I've started doing some video editing and even delved into scripting, but it's still just so much worse than mme, despite mme's bugs that will never be fixed.

can anyone help me with creating the batch file to load wolfcam?
i have done it as mentioned in this thread.
still win7 tells me "cannot find 'wolfcamql'. make sure you typed the name correctly, ...".
version is wolfcam 10.3.

oh i still do care!
the reason is that i wanted to watch some old q3a demos from 2003 and as i read here i have to create a batch file.
so i made a screenshot of the "code" i put in the batch file and the destination of my wolfcam folder.
i dont know what i changed since i posted here, but when i execute the batch file now there is some kind of feedback .. cmd windows are opened endlessly so that i have to reboot my pc (didn't made a screenshot of that).http://up.picr.de/17208976wn.jpg
thx

try adding a new line that says pause, which will pause the console. hopefully it won't break your system then and you can see what it's doing. it's never done that to me or anyone else that I know of so that's the only suggestion I have.

Either make a new shader (medal_excellent, medal_gauntlet, etc.), and replace the shader name (you can find the shaders in gfx.shader), or just make a new texture in the same directory (menu/medals/medal_excellent.png etc.).

Hey guys, I'm using 10.3 and I can't seem to get the configuration to load. it says the default is the one I want, but it doesn't appear to work in game. I'm using kittenignition's configuration. help?

Rather than requiring users copy the contents of the QL\baseq3\ folder into the wolfcam folder, wouldn't it be better to add a cvar fs_qlpath which defaults to %appdata%\idSoftware\QuakeLive\baseq3 (or ~/ equiv for linux), and add that path into the searchpaths?

Is it possible to speed up demo playing to maximum? With com_maxfps 0 and timescale 99999 20 min demo played in 1-2minutes. While playing demo with this settings CPU load is 25-30% and GPU load is 5-10%. Can it be faster? I need only to dumpconsole after demo to parse chat messages after. I need it for thousands demos :)

>> That's a silly way to do it if you only need one though, when you can just pull the chat using qldt
I guess you didn't notice last sentence: I need it for thousands demos :)
I already did it half-automated with qldt and wolfcam-ql (needs com_timescalesafe 1 for correct timestamps).

I did, hence my last sentence :)
I was hoping for a way you could script it, I posted on the UBERDEMOTOOLS! thread requesting that function but I don't have high hopes the author of the tools only posted anonymously.
The source for that is available though, so if you know anyone that can compile .net they could build you something that would do it for you fairly easily.

I know QBall147 was having a go at this and got some info on the protocol changes, maybe he can be of some help (he's always on quakenet irc)

I've had some success with BOTH a baseq3 dir from the old pre august patch QL, AND the non XOR'd new baseq3 folder with dm90 demos.

Playing dm90 demos the players seem to be messed up, I'm listed as being in game by the scoreboad when I was spectating, and doing /follow 0 (my id) just ends with a stream of "CG_GetValue() unknown ownerDraw 2" (or 6) in the console.

Playing dm78 demos with either the old XORd pk3s or the non XOR'd pk3's does not work, I either get error messages, or WolfcamQL just crashes.

New demos: so far my config used in earlier versions works fine and I can even cut demos. The only thing what I noticed so far is strange team vote message even though no one called it and it happens only if I'm demo taker and camera follows my point of view. If I spectate someone from his/her point of view and take demo, everything is fine.

Reading that changelog brought a tear to my eye! You finally added two huge features that I've been wanting for a long, long time: automatic protocol detection of demos, and fx trail model-loading inheriting the player's current animation state. Soooo fucking cool! I love you! My hero!

Now all we need is an orthographic rendering method, and everything will be perfect ;)

For the test versions you have to use the latest quakelive pak*.pk3 files. The sep update changed the ordering/number of the menu definitions so using older quake live paks is going to lead to random items being drawn in the hud.

Can some1 help me? Looks like "color" blocks in fx have no effect on models color.

So, I have a md3 and shader with "rgbGen vertex". When displaying model with fx script, it is always yellow, but according to code must be blue. Happens with default rail explosion (models/weaphits/ring02.md3) as well, didnt checked other ones.

I've noticed that whenever I try to play a demo on a biggish map (overkill, vietnamese castles), I get the hunk_allocatetempmemory error. I've played around with hunkmegs but they seem to be stuck at 56 (the console says "latched 2048" but vid_restart doesn't set them to 2048 or any other value for that matter). Help.

How to make animated rewards medal? It possible? I have png Sequences frames with transparency, 50 frames for medal exelent,impressive,gauntlet, but I do not know how to use it to config wolfcam. Wolfcam support gif or avi aanimation format with transparency for medals or image format only support?

etc. etc. Once you've made shaders for all of your medals, save this as whatever.shader and put it in your shaderoverride folder (wolfcam-ql/shaderoverride/), and put the images in the appropriate folders (wolfcam-ql/kitteh/excellent, wolfcam-ql/kitteh/impressive, ...).

I think some blend methods don't work with animmaps, or animmap requires a specific blend or gen func, but I don't remember what it is, if any. I didn't test this shader.

P.S. If you want to look for the names of all the shaders, the medals are in gfx.shader

having major issues getting demos to play with wolfcam. I've followed the installation instructions, but when I try to load a demo, it seems to load all the items on the map, but hangs at the loading screen for about 20 seconds and then quits to desktop.

I can run .dm_73, but .dm_90 not working.

running wolfcam 10.3

also, the map texture doesn't load - it just shows the missing texture image instead of the map image on loading screen. This happens for all demos, whether or not they eventually load.

Hi all! I use to know how to loop demos, but now I don't. I guess not being around for a while, you sort of lose touch with how things work. If someone here could please post a script for looping one demo and one for looping 4 demos, that would be great!

I have nothing against VODs, but watching demos in high quality is better than watching TV in most cases! Treat me like a newbie and make the scripts a copy and paste type thing, so all I have to do is replace the "demo here" with the name of the demo(s) I'll be using. Again, thanks in advance for all your help!

By the way...I tried using Wolf Whisper in the hope it would do what I want, which is to loop demos. Everytime it opens up Wolfcam, it pauses and then crashes once the demo attempts to load. Anyway, I'll be happy again just to loop from Wolfcam, thank you!

I tell you what earth_quake, brugal sent me instructions on how to loop as many videos as I wanted and it actually worked! I forgot how I used it so that is why I'm asking someone to post exactly how it goes. As I said, I forgot how to do a lot of stuff and it is irking me to no end! Anyway...take this and use it well! I use to use it to loop as many demos as I wanted and I'm sure you'll figure out how. When you do, send me a PM on just how you got it to work.

I spent 5 mins playing with it. brugal didn't give a full example...I mean a loop of 1 demo is not very useful.

I managed to get it so each time you press a key the next demo in the sequence loads. This is not too useful because you still have to press a button...I would like to know how to make the next demo in the loop sequence start when the previous finishes. Anyway:

I guess I shouldn't have made that statement, I don't actually use WW. I'm sure I remember people posting on the QL forums thread that there was some bug that hadn't been fixed, and there hasn't been a new version for a while.

I have wolfcam and my .90's display and plays like the older format demos.

@earth_quake

I played around with that and it did indeed loop as many videos and you were willing to put in format. I made new folder and copied the demos I wanted to loop and named the 1, 2, 3 and so on. They played as long as there was power, just like it did with the old QLDTs!

Hello nerds. Does anyone know if it's possible to edit simple items in fx file and what the command for that is, ex. weapon/rocket/simpleicon ...?
I wanna add stuff like worldglow etc. and see how it turns out but don't even know how to call the command. helplx.

Is it atleast possible make it shiny/glowing in shader files? I have mad simple icon weapon animations but wuld just like to have a glow in them to make them stand out more, rail green, rocket red etc..

It still doesn't look bad as it is now, so if it's not possible I can roll with it. Still awesome if it was possible make som script effects to them. \o/

some guys were asking for the igmdb render texture pack (no it doesnt use fx, just textures) here it is. only contains community made stuff, wouldnt be bad if the next version of wolfcam would contain the pack by default

- most of the textures are from the ioquake and other packs from moddb. kitten said some of the textures doesnt fit in the game. i have started looking into the texturepack, so i had to delete some of the gothic textures. they look great, but doesnt fit in for some reason.
- weapon skins are random, some from the creep pack, some from the deafult pack, some from kos's pack, theres a rl texture made from 2 seperate ones. etc
- high res cpm icons from kos. you can delete these to get the default q3/ql icons and simpleitems.
- yes, it works with q3 and ql as well
- i think by default it has the cpm big bone granade model
- was a debate on the hologram or classic flag, but eventually the classic looks a bit better in the quake "world" + if a new gametype comes in for example with a white flag, it gonna looks stupid that this flag is cloth the other one is hologram...so its a classic flag with oldschool 3wave textures. this should make it good for both ql and q3.
- common question is: "why dont ql use this pack, why cant we have nice things, boohoo" thing is its a community pack made by several ppl, even i cant tell how many textures ive "stolen" from certain packs. id would have to pay all these guys for basicly getting money from this pack.

nothing special, i though i would save some time for people trying to make fresh lookin movies. goes into the wolfcamql\wolfcam-ql. hf kids.

You can't, hence you see it prefixed with FIXME:
It's a sign the developer's flagged it intentionally meaning to fix it later before release.

And if you see null textures everywhere it's because you've forgotten to replace ALL the pk3's in the wolfcam baseq3 with the new ones from the game (or just symlink your game baseq3 folder to the wolfcam one)

I have the same issue as you do. It started after the update, before that everything was fine. Fun thing is, my Windows installation of Wolfcam doesn't have the problem, only the Linux version.
And the version of my Windows wolfcamql is 11.0test2 instead of 11.0test3 as is the Linux version.
So you might want to try with the test2-version.

Delete all pak*.pk3 from the wolfcam/baseq3 and copy the paks
new from the quakelive folder.
Delete your q3.config aswell from your wolfcam folder.
Add the new cvars in your autoexec ( cg_announcer "2 ") for examble.
Works like a charm!

I found that if you already have pak04.pk3 (from a previous QL installation), and put that inside your baseq3 folder, Wolfcam seems to not display the invalid plum texture. I have no idea why that fixes it. It's not a perfect fix because the sky doesn't display on some maps, (e.g almostlost). Make sure you completely delete everything in your wolfcam baseq3 directory before you copy everything from your QL installation directory plus the pak04.pk3 file.

Using test2-version doesn't help either. If you don't already have pak04.pk3, I'll see if I can upload it somewhere.

I can only assume it's a renamed/changed asset, and wolfcam is obviously only looking for the old one.

Should be easy to figure out with a decent diff app like Beyond Compare, you wouldn't even need to unzip the two pk3 files, but it might want you to rename them to .zip before it recognised them properly and let you browse the file structure.

-.- no really?
anyways, it works. The consoles still getting flooded with the FIXME EV_DAMAGEPLUM but it somehow took away them boxes when hitting an enemy, and the grey screen when getting hit. (not gibs, iv no idea wtf it is but that pk4 file fixed it somehow...

hey qd :) I don't know what sort of wolfcam setup you're using, but I wonder if it's got anything to do with fx / custom shaders. In any case I would suggest people sit tight on movie making until brugal gets wolfcam fully up to date

i noticed my plasma cells are grey blocks aswell, it really doesnt matter right now, i just need to sort out these demos, got like 1K to sort... should keep me busy untill the new wolfcam is released :/

lol i download that on 28/07/2013 @ 03:45am before you even made it public :P hahah but yeah that should work.
BUT if you could ( or anyone else could ) hook me up with This rocket model, would be shweet.

It's from open arena. I've got a copy on my pc but I'm not at home just now. Download pak0.pk3 from somewhere and I'm sure you'll find it easy. However, it has a white box when viewed from the front that I haven't managed to get rid of yet. I never tried too hard but iirc I tried doing 'cull front' in some shader :p (which legless suggested). If you work it out let me know ;)

what did i do about what? lol ? the rocket, i just deleted the block, and the fx, well, i just needed to check the box in wolfwipsererer, the GFX box in options lol,
and yeah i might look for some fx i could reconfig. You got any of yours or one thats decent posted anywhere?

I also keep having problems where everything under the hud goes all white, and he only bit of 3d showing the map is in a box under the avatar head top right of the screen, that started with QL update 23.

It's enough to put this shader file into your wolfcamql/wolfcam-ql/shaderoverride/ directory (create it if it wasn't there).

WolfcamQL still expects viewBloodBlend and bloodExplosion shaders which were renamed/removed from QL (in preparation for the gibs DLC), so that shaderoverride trick will restore those two without affecting anything else, until WolfcamQL is updated.

If I drop the console down, then pop it back up, the white turns all black for couple of frames, and then fills in all white again via multiple expanding white circles randomly dotted all over the screen.

If you are only using the newer quake live pk3s old demos will be played back with the new maps. You can also copy over qz*.pk3 from an older version of quakelive and then a demo will use the same map that it was recorded with. Note that you should only copy the files that start with qz (ex: qzteam1.pk3, qzdm6.pk3, etc.). You can also force the use of the older maps with newer demos using cg_forceMap.

how to fix when the scan frag button doesn't responds to a mouse click. neither the toggle 2D button. I'm using wolfwhisperer-1.3.9.11+wolfcamql-11.0test5.zip. Demos in the folder were recorded in may, june

* hud: quake3 single player gametype is cg_gametype 16
* bug fix: quake3 single player demos would show hud elements from quake live 'race' gametype
* bug fix: incorrect player shown in cpma duel scoreboard
* bug fix: additional quake live weapons registered even if protocol didn't support them
* default quake live linux and mac os x directory changed to $HOME/.wine/drive_c/users/$USER/Application Data/id Software/quakelive
* cl_demoFileCheckSystem check for demo file in the local file system as well as wolfcam and quake live directories. (0: no check, 1: check local directory before wolfcam or quakelive directories, 2: (default) check if not found in wolfcam or quake live directories)

ex: wolfcamql.exe +set cl_demoFileCheckSystem 1 +demo c:tmpdem6.dm_90

* bug fix: map items incorrectly registered
* bug fix: cgame map entity checking accepts string values for "not_gametype" like quake live
* bug fix: /devmap and /map entity parsing accept string values for "not_gametype"
* bug fix: /devmap and /map entity parsing accept "duel" gametype as well as "tournament"
* bug fix: demo protocol wasn't being checked before the first demo packet was handled
* bug fix: cgame map entity parsing accepts "duel" as gametype as well as "tournament". This could result in invalid items being used for item timers.
* bug fix: application would exit if baseq3 packs weren't installed and a demo or map is loaded
* bug fix: crash if r_singleShader is set and quakelive paks aren't installed
* bug fix: player name sprite wasn't created if glyph height was greater than 64
* hud bug fix: CG_SHOW_IF_SG_FIRED missing
* bug fix: spectators could show up as players in the scoreboard
* bug fix: some shaders were not uploaded with power of two dimensions
* bug fix: possible texture corruption (invalid texture numbers could be used)
* demo type automatically detected (new ql protocol 90, older ql 73, and quake 3), no need to use 'protocol' command line option
* bug fix: player names sprites created before correct fonts were loaded
* bug fix: crash creating player name sprites if font is invalid
* bug fix: crash if font image data was bigger than 256x256
* bug fix: invalid value for apos.gravity in dm 73 entityState
* bug fix: incorrect parsing of spawn variables in cgame if there was only one gametype listed in the map
* bug fix: spawn variables accept 'tdm' as team deathmatch name as well as 'team'
* fx: player[legs|torso|head] copy current axis values to script variables which can be uses with 'axismodel'
* fx bug fix: player[legs|torso|head]/trail was sharing interval and position data with player weapon flash and impacts
* fx: 'animFrame' variable added to control model animations, player/[legs|torso|head]/trail automatically set this from current player animation
* fx bug fix: incorrect parsing of variables in 'command'
* fx bug fix: memory corruption if 'command' string was longer than 64 bytes
* bug fix: crash if surface entity reference invalid (seen with overload map)

q3mme camera and last wolfcam test https://www.youtube.com/watch?v=oYF_jPbVd4s
I thing about only this command "/q3mmecamera add " and "playq3mmecamera" What other commands exist for this
how to make how to rewind the mouse+shift same in q3mme?

There's a command to replace them in-game, called cg_adShaderOverride. You can choose which ads to replace with what shader, allowing you to set different shaders for the different billboards throughout the level (cg_adShader1, 2, etc. I think).

Want to watch some Quake 3 Arena demos with protocol 68, with the "wallhack" feature in Wolfcam aktivated. Is that possible without having Quake Live? If not, is there a source for the needed baseQ files? (Other than installing QL of course.)

Guess you are ironic, right? If not: No, tried to put in the Q3A baseq3 stuff in it before and also switched to protocol 68 with a .bat-file: "@echo off
start wolfcamql +set protocol 68"
It starts with the id-logo like Q3A and I even can lower the console. But says something like a missing console tga and/or missing shaders when I try to start the demo. Guess I need the QL files?
Console has indeed a black background.

Thanks. Guess there is no way to get this files avoiding going through the registration for QL?
Also: Does anyone know if the "wallhack" will work with a Q3A demo? Is there maybe an alternative to Wolfcam with the "wallhack" feature?

Do you think it would be possible to show the name of the demo that you are currently watching in the console / at demo start / at demo end / on demo load screen / etc... ? It becomes quite easy to lose track of which one you just clicked on when absent mindedly going through multiple demos.

its basicly bloom. you can fix it by disabling post process
r_enablepostprocess 0

however, its mainly caused by the bad handling of 3d icon in the hud itself. i was testing some qcon huds for the render, and turns out that some people like zero4 are using 3d ammo box models. this is mainly because the qlhud editor saves the hud with a 3d ammo icon. so solution without disabling the postprocess: head into the menu hud file, find the ammo section (ctrl+f) and change

yes i take it from github, i reinstall everything and now i have a weird bug, i can't even launch wolf whisperer... btw, don't you have any problem with wolf whisperer + last wolfcam version? it's just me being noob?

nope, since i updated to new version i don't have bugs except those with unicode when someone have weird characters in nick then wolfcam changing it to dots, but that's known issue cause wolfcam can't handle it yet. About your problem, connect #wolfcamql irc maybe you will find solution there, everytime i had some problem i was writing it there and there was always someone to help.

i mean, here: http://imgur.com/MMoBa86 you have screenshot from game i recorded couple days ago and i cutted that part with frag and it still works, but i have older demos from november or december with cutted frags and there utf8 is not working. Some bug?

I don't think it'll be possible to get the older cut demos to work since the demo network protocol also needed changes to support utf8. The old code would convert non ascii (<128) chars to dots for security reasons and with the cut demos that conversion already took place.

cg_useDemoFov protocol 91 transmits player fov values and this can be used to view the demo using the players fov or to try and detect zoom changes. Note that zoom isn't transmitted in the demo so it is detected using a fov change. This will lead to a problem if the player uses a config that changes fov (ex: per weapon). Values (0: ignore demo fov (default), 1: use player's fov, 2: detect zoom changes)

The simplest way is to set 'cg_serverCenterPrint 0'. Another option is to set both 'cg_drawFragMessageSeparate 1' and 'cg_drawCenterPrint 0'. With the second option only frag messages are drawn in the 'center print' area so you will lose things like round status messages.

Hello, I have a question regarding client-item-timers. I decided to use WolfCam to record old Quake3 demos. And one of the advantages about that is that i can use item timers. But on a map like q3dm13 it shows me (next to the RA MH YAs) the quad-damage icon and a "0". But the mode played was duel.